hi just wanna ask is this working for the latest update? also whenever I start with melon loader it always throw an error "This is often an indication that other memory is corrupt" at the end.
I have all the requirements installed. edit: I can run the game fine if using melon 5.7. but I can't use your mod using 5.7. 2nd edit: manage to make your mod works by combining both 5.7 and 6.2 phew.
I already provided information about it in the mod description. In short, the mod will automatically pick up new items and more. However, color editing is broken. As for the error, it’s related to the mod loader, not my mod. Unfortunately, I can’t provide any assistance due to this, and you haven’t provided any additional information about error logs. I am happy it works for you by combining both versions.
Any chance you can fix this mod for the Public Beta, transparency seems to be broken in PBE? Or would you open-source the mod to allow community members to submit pull requests?
Yes, there is a problem with it. Unfortunately, it’s not a simple “version has changed” issue. Alpha editing was my primary goal at the beginning of creating this mode, and I tried several methods. The main problem lies in the inconsistency of weapon creation. For some weapons, you can change the sprite color, while for others, it’s the material color (because fade animation overwrites these fields or the material completely ignores color). Additionally, some weapons have a member named _trail, others _Trail, or simply Trail. Furthermore, object creation occurs differently in various cases. The current solution involves direct texture editing along with manual adjustments (20-30+) for specific cases where color is hardcoded, or creating my own sprites, as textures can have the parameter “isReadable” set to false, which prevents editing altogether. Recently, the developer decided that the main texture holding almost all weapons (aka “vfx”) should also be set to isReadable = false. It means I’ve added multithreading to color editing, but for now, there’s no point in it. To be honest, sometimes I think it’s easier to create a copy of VS within a game engine and implement opacity directly in the custom base sprite
Only just started using the mod and it works pretty well. I'm a bit slow on the uptake so for me there's been a little bit of a learning curve. If I might request a feature: hotkeys for certain functions. Example: Press "V" while in-game to activate the vacuum ability so you don't need to keep opening the F1 menu to use it.
I understand the reasoning behind this, but I'm not sure if I want to create a whole interface around it and give players the ability to spam buttons that aren't meant to be spammed. Consequently, I'm closing the mod window for this reason as well. Additionally, since it's not a Unity game project that allows easy UI/key bindings implementation, even text in input fields needs to be created and managed manually. However, I still need to create some UI elements for level-ups, and I can use this for hotkeys. While hardcoded hotkeys are easy to implement, I aim for flexibility and want to spare players from dealing with configs and the Unity KeyCodes table.
That's an incredible mod, thank you for it! Is there a way you could add the option for us to change the upgrade of the weapons instead of just it's base values? I.e Getting +2 amount instead of +1 for each level that would give us +1 amount;
As I mentioned "I can edit level-up stats and even add new level-ups to weapons. However, I’ve currently tested(hardcoded) this functionality and haven’t created a proper interface for it." This will be with next update.
Hi, thank you for making this nice mod. Maybe im stubid and did something wrong, but is there any way to safe the changes on the values of the weapons?
Hi! This problem can be split into two categories. First, there’s saving during a game session. In this case, the instruction ‘Close the Mod Menu to apply changes’ speaks for itself—simply press F1, and you’re done. However, I acknowledge that this line might be a bit obscure, so I’ll work on improving the description. The second category there’s saving between close-open periods. Currently, the mod doesn’t save any data, but I can add this functionality. I just need a break from working on this mod - it's been taking up a lot of my time.
Shure take your time. Yes i meaned the second case, to safe between sessions. It was just a question in the first place, not a request. Please don't stress yourself with this.
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I have all the requirements installed.
edit: I can run the game fine if using melon 5.7. but I can't use your mod using 5.7.
2nd edit: manage to make your mod works by combining both 5.7 and 6.2 phew.
The current solution involves direct texture editing along with manual adjustments (20-30+) for specific cases where color is hardcoded, or creating my own sprites, as textures can have the parameter “isReadable” set to false, which prevents editing altogether.
Recently, the developer decided that the main texture holding almost all weapons (aka “vfx”) should also be set to isReadable = false. It means I’ve added multithreading to color editing, but for now, there’s no point in it.
To be honest, sometimes I think it’s easier to create a copy of VS within a game engine and implement opacity directly in the custom base sprite
If I might request a feature: hotkeys for certain functions.
Example: Press "V" while in-game to activate the vacuum ability so you don't need to keep opening the F1 menu to use it.
While hardcoded hotkeys are easy to implement, I aim for flexibility and want to spare players from dealing with configs and the Unity KeyCodes table.
This will be with next update.
The second category there’s saving between close-open periods. Currently, the mod doesn’t save any data, but I can add this functionality.
I just need a break from working on this mod - it's been taking up a lot of my time.